ADD: quaternion based rotation
This commit is contained in:
@@ -24,6 +24,37 @@
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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// Helper utilities for TRS (translation-rotation-scale) transforms using quaternions.
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inline glm::mat4 make_trs_matrix(const glm::vec3 &translation,
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const glm::quat &rotation,
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const glm::vec3 &scale)
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{
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glm::mat4 tm = glm::translate(glm::mat4(1.0f), translation);
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glm::mat4 rm = glm::mat4_cast(rotation);
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glm::mat4 sm = glm::scale(glm::mat4(1.0f), scale);
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return tm * rm * sm;
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}
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inline void decompose_trs_matrix(const glm::mat4 &m,
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glm::vec3 &out_translation,
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glm::quat &out_rotation,
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glm::vec3 &out_scale)
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{
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out_translation = glm::vec3(m[3]);
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glm::vec3 col0 = glm::vec3(m[0]);
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glm::vec3 col1 = glm::vec3(m[1]);
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glm::vec3 col2 = glm::vec3(m[2]);
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out_scale = glm::vec3(glm::length(col0), glm::length(col1), glm::length(col2));
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if (out_scale.x != 0.0f) col0 /= out_scale.x;
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if (out_scale.y != 0.0f) col1 /= out_scale.y;
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if (out_scale.z != 0.0f) col2 /= out_scale.z;
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glm::mat3 rot_mat(col0, col1, col2);
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out_rotation = glm::quat_cast(rot_mat);
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}
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#define VK_CHECK(x) \
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do { \
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@@ -169,10 +200,7 @@ struct Node : public IRenderable {
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void updateLocalFromTRS()
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{
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glm::mat4 tm = glm::translate(glm::mat4(1.0f), translation);
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glm::mat4 rm = glm::mat4_cast(rotation);
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glm::mat4 sm = glm::scale(glm::mat4(1.0f), scale);
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localTransform = tm * rm * sm;
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localTransform = make_trs_matrix(translation, rotation, scale);
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}
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void setTRS(const glm::vec3 &t, const glm::quat &r, const glm::vec3 &s)
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@@ -38,10 +38,21 @@ void Camera::processSDLEvent(SDL_Event& e)
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}
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if (e.type == SDL_MOUSEMOTION && rmbDown) {
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// Mouse right (xrel > 0) turns view right with -Z-forward
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yaw += (float)e.motion.xrel * lookSensitivity; // axis = +Y
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// Mouse up (yrel < 0) looks up with -Z-forward
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pitch -= (float)e.motion.yrel * lookSensitivity;
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// Convert mouse motion to incremental yaw/pitch angles.
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float dx = static_cast<float>(e.motion.xrel) * lookSensitivity;
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float dy = static_cast<float>(e.motion.yrel) * lookSensitivity;
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// Mouse right (xrel > 0) turns view right with -Z-forward: yaw around +Y.
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glm::quat yawRotation = glm::angleAxis(dx, glm::vec3 { 0.f, 1.f, 0.f });
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// Mouse up (yrel < 0) looks up with -Z-forward: negative dy.
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float pitchDelta = -dy;
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// Pitch around the camera's local X (right) axis in world space.
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glm::vec3 right = glm::rotate(orientation, glm::vec3 { 1.f, 0.f, 0.f });
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glm::quat pitchRotation = glm::angleAxis(pitchDelta, glm::vec3(right));
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// Apply yaw, then pitch, to the current orientation.
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orientation = glm::normalize(pitchRotation * yawRotation * orientation);
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}
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if (e.type == SDL_MOUSEWHEEL) {
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@@ -72,12 +83,6 @@ glm::mat4 Camera::getViewMatrix()
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glm::mat4 Camera::getRotationMatrix()
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{
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// fairly typical FPS style camera. we join the pitch and yaw rotations into
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// the final rotation matrix
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glm::quat pitchRotation = glm::angleAxis(pitch, glm::vec3 { 1.f, 0.f, 0.f });
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// Yaw around +Y keeps mouse-right -> turn-right with -Z-forward
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glm::quat yawRotation = glm::angleAxis(yaw, glm::vec3 { 0.f, 1.f, 0.f });
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return glm::toMat4(yawRotation) * glm::toMat4(pitchRotation);
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// Use the stored quaternion orientation directly.
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return glm::toMat4(orientation);
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}
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@@ -9,10 +9,8 @@ class Camera {
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public:
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glm::vec3 velocity;
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glm::vec3 position;
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// vertical rotation
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float pitch { 0.f };
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// horizontal rotation
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float yaw { 0.f };
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// Orientation stored as a quaternion (local -> world).
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glm::quat orientation { 1.0f, 0.0f, 0.0f, 0.0f };
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// Movement/look tuning
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float moveSpeed { 0.03f };
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@@ -671,18 +671,10 @@ std::optional<std::shared_ptr<LoadedGLTF> > loadGltf(VulkanEngine *engine, std::
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glm::mat4 m(1.0f);
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memcpy(&m, matrix.data(), sizeof(matrix));
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glm::vec3 t = glm::vec3(m[3]);
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glm::vec3 col0 = glm::vec3(m[0]);
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glm::vec3 col1 = glm::vec3(m[1]);
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glm::vec3 col2 = glm::vec3(m[2]);
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glm::vec3 s(glm::length(col0), glm::length(col1), glm::length(col2));
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if (s.x != 0.0f) col0 /= s.x;
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if (s.y != 0.0f) col1 /= s.y;
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if (s.z != 0.0f) col2 /= s.z;
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glm::mat3 rotMat(col0, col1, col2);
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glm::quat r = glm::quat_cast(rotMat);
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glm::vec3 t;
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glm::quat r;
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glm::vec3 s;
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decompose_trs_matrix(m, t, r, s);
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newNode->setTRS(t, r, s);
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},
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[&](fastgltf::Node::TRS transform) {
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@@ -73,8 +73,7 @@ void SceneManager::init(EngineContext *context)
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mainCamera.velocity = glm::vec3(0.f);
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mainCamera.position = glm::vec3(30.f, -00.f, 85.f);
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mainCamera.pitch = 0;
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mainCamera.yaw = 0;
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mainCamera.orientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
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sceneData.ambientColor = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
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sceneData.sunlightDirection = glm::vec4(-0.2f, -1.0f, -0.3f, 1.0f);
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@@ -204,7 +203,8 @@ void SceneManager::update_scene()
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{
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mainDrawContext.gltfNodeLocalOverrides = nullptr;
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}
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inst.scene->Draw(inst.transform, mainDrawContext);
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glm::mat4 instanceTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
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inst.scene->Draw(instanceTransform, mainDrawContext);
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mainDrawContext.gltfNodeLocalOverrides = nullptr;
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tagOwner(RenderObject::OwnerType::GLTFInstance, kv.first, opaqueStart, transpStart);
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}
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@@ -216,6 +216,7 @@ void SceneManager::update_scene()
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{
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const MeshInstance &inst = kv.second;
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if (!inst.mesh || inst.mesh->surfaces.empty()) continue;
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glm::mat4 instanceTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
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uint32_t surfaceIndex = 0;
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for (const auto &surf: inst.mesh->surfaces)
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{
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@@ -231,7 +232,7 @@ void SceneManager::update_scene()
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{
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obj.bounds.type = *inst.boundsTypeOverride;
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}
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obj.transform = inst.transform;
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obj.transform = instanceTransform;
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obj.sourceMesh = inst.mesh.get();
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obj.surfaceIndex = surfaceIndex++;
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obj.objectID = mainDrawContext.nextID++;
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@@ -429,7 +430,7 @@ void SceneManager::addMeshInstance(const std::string &name, std::shared_ptr<Mesh
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if (!mesh) return;
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MeshInstance inst{};
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inst.mesh = std::move(mesh);
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inst.transform = transform;
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decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
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inst.boundsTypeOverride = boundsType;
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dynamicMeshInstances[name] = std::move(inst);
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}
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@@ -441,7 +442,8 @@ bool SceneManager::getMeshInstanceTransform(const std::string &name, glm::mat4 &
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{
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return false;
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}
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outTransform = it->second.transform;
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const MeshInstance &inst = it->second;
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outTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
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return true;
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}
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@@ -452,7 +454,8 @@ bool SceneManager::setMeshInstanceTransform(const std::string &name, const glm::
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{
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return false;
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}
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it->second.transform = transform;
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MeshInstance &inst = it->second;
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decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
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return true;
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}
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@@ -475,7 +478,7 @@ void SceneManager::addGLTFInstance(const std::string &name, std::shared_ptr<Load
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scene->debugName.empty() ? "<unnamed>" : scene->debugName.c_str());
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GLTFInstance inst{};
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inst.scene = std::move(scene);
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inst.transform = transform;
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decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
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if (inst.scene && !inst.scene->animations.empty())
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{
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inst.animation.activeAnimation = 0;
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@@ -519,7 +522,8 @@ bool SceneManager::getGLTFInstanceTransform(const std::string &name, glm::mat4 &
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{
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return false;
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}
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outTransform = it->second.transform;
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const GLTFInstance &inst = it->second;
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outTransform = make_trs_matrix(inst.translation, inst.rotation, inst.scale);
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return true;
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}
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@@ -527,7 +531,8 @@ bool SceneManager::setGLTFInstanceTransform(const std::string &name, const glm::
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{
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auto it = dynamicGLTFInstances.find(name);
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if (it == dynamicGLTFInstances.end()) return false;
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it->second.transform = transform;
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GLTFInstance &inst = it->second;
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decompose_trs_matrix(transform, inst.translation, inst.rotation, inst.scale);
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return true;
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}
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@@ -91,7 +91,9 @@ public:
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struct MeshInstance
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{
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std::shared_ptr<MeshAsset> mesh;
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glm::mat4 transform{1.f};
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glm::vec3 translation{0.0f, 0.0f, 0.0f};
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glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f};
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glm::vec3 scale{1.0f, 1.0f, 1.0f};
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std::optional<BoundsType> boundsTypeOverride;
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};
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@@ -107,7 +109,9 @@ public:
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struct GLTFInstance
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{
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std::shared_ptr<LoadedGLTF> scene;
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glm::mat4 transform{1.f};
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glm::vec3 translation{0.0f, 0.0f, 0.0f};
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glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f};
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glm::vec3 scale{1.0f, 1.0f, 1.0f};
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LoadedGLTF::AnimationState animation;
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// Per-instance local-space pose offsets for nodes in this glTF scene.
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// The offset matrix is post-multiplied onto the node's localTransform.
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